Pre-screened and vetted.
Senior Unity 3D Software Engineer specializing in VR/AR and cross-platform interactive apps
“Unity gameplay engineer with hands-on experience architecting scalable game/UI state machines and building Photon multiplayer lobby/session flow systems. Has shipped optimization work for Meta Quest VR and mobile (pooling, LOD, mesh/material combining, draw-call reduction) and uses AI assistants to speed up architecture iteration and profiler-driven performance debugging.”
Senior Game Developer specializing in Unity3D and gameplay systems
Mid-level Gameplay Programmer specializing in Unreal Engine combat systems
Senior Game Developer specializing in Unity, mobile games, and AI-powered gameplay
Mid-level Data Collection Moderator and Indie Game Developer specializing in software and data
Senior Game Developer / Tech Lead specializing in Unity, Unreal, and multiplayer systems
Junior AI/ML Engineer specializing in Explainable AI and educational tooling
Director-level Game Developer specializing in mobile, VR, and gameplay systems
Senior Game Developer specializing in Unity, VR/AR/XR, and WebGL
Senior Game Developer specializing in Unreal Engine QA and gameplay systems
Mid-level Software Developer specializing in full-stack, mobile, and game/AI development
Mid-Level Software Engineer specializing in Unity/C++ simulation and medical device UI
Senior XR Developer specializing in AR/VR, Unity, and immersive 3D applications
Senior Full-Stack Developer specializing in mobile, web, and FinTech applications
Mid-level Software Engineer / Game Developer specializing in Unreal Engine and VR
Senior Unity Developer specializing in multiplayer and procedural systems
Senior C++/Unreal Developer specializing in VR/XR medical simulation and game development
Senior Unity Game Developer specializing in F2P mobile and multiplayer games
Unity Team Lead specializing in multiplayer games and AR/VR
“Unity gameplay programmer with Photon-based multiplayer experience who built a real-time player feedback system (instant animation/VFX/audio + score updates) using events/ScriptableObjects to keep gameplay and UI decoupled. Has tackled movement desynchronization under variable latency with client-side prediction/interpolation and uses AI tools to speed up prototyping and balancing for a procedurally generated, math-based casual game.”